It wasn't meant to be an argument."I don't care and didn't read it" isn't a much better argument.
I hope it took a lot of time to write this novell. Because I don't care and didn't read it. Just keep parroting what others already said.
If that post is what you consider was a novel, no wonder you think Broken Age is a good game.
Yep, I really don't understand why some people are parrotting the things I argued about a thousand times. They think the game is shit, fine, they can have their own opinion. I don't agree with it and I won't change mine for the thousand +1st time.I hope it took a lot of time to write this novell. Because I don't care and didn't read it. Just keep parroting what others already said.
If that post is what you consider was a novel, no wonder you think Broken Age is a good game.
To be honest, you are wasting your time with this one. He will not admit he is wrong and it will champion the shit out of Broken Age/ Double Fine until the end.
At least you are honest.
To be honest, you are wasting your time with this one. He will not admit he is wrong and it will champion the shit out of Broken Age/ Double Fine until the end.
Let's get something clear. As I have said previously in this thread, I know that DF mismanaged the funds, they took the wrong approach with development, and they could have made a much better adventure gime with 3 million. I never denied this. What I won't acknowledge is that BA is a bad game. It is shallow, but fun adventure game, with a lighthearted story, interesting artstye (in a good way) and good music. The sales are decent for a point and click adventure game. You previously listed that other adventure games didn't sell more. I don't agree that Tim Schafer's name alone should have skyroceted the sales, since people today don't buy games just because of a name.It just bothers me he doesn't want more from the studio that he seems to admire so much than something substandard, and is willing to sit by and watch bad management ruin something he seems to care so much about.
No, they're only willing to donate millions for the mere promise of a game because of a name.I don't agree that Tim Schafer's name alone should have skyroceted the sales, since people today don't buy games just because of a name.
Sigh... And the people who are willing to pay for a game only because Tim Schafer already donated on the Kickstarter and won't buy the game a second time. The people who don't care about a name probably didn't donate on the KS, and those people won't buy a game just because of Tim's name.No, they're only willing to donate millions for the mere promise of a game because of a name.I don't agree that Tim Schafer's name alone should have skyroceted the sales, since people today don't buy games just because of a name.
Go bang a milf. Actually, in your case you drop the 'ilf' part.
Fake/real edit: Also Tim can always MOVE THE FUCK OUT OF SAN FRANCISCO THE MOST EXPENSIVE PLACE TO LIVE/WORK IN THE UNITED STATES. Last time I checked you didn't need to live any particular place to develop a computer game. Chris Jones did it from Utah.
Please, San Fransisco is only number 3, having a studio there is entirely reasonable.Go bang a milf. Actually, in your case you drop the 'ilf' part.
Fake/real edit: Also Tim can always MOVE THE FUCK OUT OF SAN FRANCISCO THE MOST EXPENSIVE PLACE TO LIVE/WORK IN THE UNITED STATES. Last time I checked you didn't need to live any particular place to develop a computer game. Chris Jones did it from Utah.
Like SF was the main reason why they went over budget. No, they would have mismanaged either way. Maybe they have spared some money if they lived in another place, but this wasn't the deciding factor.Fake/real edit: Also Tim can always MOVE THE FUCK OUT OF SAN FRANCISCO THE MOST EXPENSIVE PLACE TO LIVE/WORK IN THE UNITED STATES. Last time I checked you didn't need to live any particular place to develop a computer game. Chris Jones did it from Utah.
Already doing it, thanks.Go bang a milf.
The whole documentary was about pre-production. Maybe they fucked it up, but they still had a detailed plan, they even showed it on video.Secondly, it's poor planning and production techniques used by Double Fine. Have you ever heard Tim talk about pre-production? What it means to be in alpha or beta? The fact that he was writing the second act, after the first act was released is a dead giveaway. That should all have been long done.
They were creating systems, art, puzzles and writing all at the same time. That's preproduction and production happening at the same time.The whole documentary was about pre-production. Maybe they fucked it up, but they still had a detailed plan, they even showed it on video.
No. They were creating systems, puzzles and writing on PAPER first, and only after that they started implementing them in the game. Just like how it is meant to be. Mainwhile they were experimenting with the artstyle in the engine.They were creating systems, art, puzzles and writing all at the same time. That's preproduction and production happening at the same time.The whole documentary was about pre-production. Maybe they fucked it up, but they still had a detailed plan, they even showed it on video.
Where would they go barhopping for project codenames if they moved out, though?Go bang a milf. Actually, in your case you drop the 'ilf' part.
Fake/real edit: Also Tim can always MOVE THE FUCK OUT OF SAN FRANCISCO THE MOST EXPENSIVE PLACE TO LIVE/WORK IN THE UNITED STATES. Last time I checked you didn't need to live any particular place to develop a computer game. Chris Jones did it from Utah.
Exactly! There are important factors to consider here.Where would they go barhopping for project codenames if they moved out, though?Go bang a milf. Actually, in your case you drop the 'ilf' part.
Fake/real edit: Also Tim can always MOVE THE FUCK OUT OF SAN FRANCISCO THE MOST EXPENSIVE PLACE TO LIVE/WORK IN THE UNITED STATES. Last time I checked you didn't need to live any particular place to develop a computer game. Chris Jones did it from Utah.
No. They were creating systems, puzzles and writing on PAPER first, and only after that they started implementing them in the game. Just like how it is meant to be. Mainwhile they were experimenting with the artstyle in the engine.They were creating systems, art, puzzles and writing all at the same time. That's preproduction and production happening at the same time.The whole documentary was about pre-production. Maybe they fucked it up, but they still had a detailed plan, they even showed it on video.
Play this: http://www.doublefine.com/games/host_masterIn retrospect raising $3+ million was probably the worst thing to happen to DFA. Tim had to design a bigger game, but the mechanics and puzzles/gameplay didn't scale with the budget as much as the art did. If we took Broken Age's gameplay and puzzles, but put it into a game with 10% of the budget, the reception might have been better. But for that much money, people simply expected a deeper level of gameplay.